include/SDL.h
author Ryan C. Gordon <icculus@icculus.org>
Fri, 08 Mar 2013 11:38:08 -0500
changeset 6981 8925ae6ab499
parent 6918 6f4bf9b784f2
child 7022 d9f3d2e3bd07
permissions -rw-r--r--
Changed SDL_INIT_EVERYTHING to only request currently-known subsystems.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
     4 
     5   This software is provided 'as-is', without any express or implied
     6   warranty.  In no event will the authors be held liable for any damages
     7   arising from the use of this software.
     8 
     9   Permission is granted to anyone to use this software for any purpose,
    10   including commercial applications, and to alter it and redistribute it
    11   freely, subject to the following restrictions:
    12 
    13   1. The origin of this software must not be misrepresented; you must not
    14      claim that you wrote the original software. If you use this software
    15      in a product, an acknowledgment in the product documentation would be
    16      appreciated but is not required.
    17   2. Altered source versions must be plainly marked as such, and must not be
    18      misrepresented as being the original software.
    19   3. This notice may not be removed or altered from any source distribution.
    20 */
    21 
    22 /**
    23  *  \file SDL.h
    24  *  
    25  *  Main include header for the SDL library
    26  */
    27 
    28 /**
    29  *  \mainpage Simple DirectMedia Layer (SDL)
    30  *  
    31  *  http://www.libsdl.org/
    32  *  
    33  *  \section intro_sec Introduction
    34  *  
    35  *  This is the Simple DirectMedia Layer, a general API that provides low
    36  *  level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
    37  *  and 2D framebuffer across multiple platforms.
    38  *  
    39  *  SDL is written in C, but works with C++ natively, and has bindings to
    40  *  several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
    41  *  Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
    42  *  Pike, Pliant, Python, Ruby, and Smalltalk.
    43  *  
    44  *  This library is distributed under GNU LGPL version 2, which can be
    45  *  found in the file  "COPYING".  This license allows you to use SDL
    46  *  freely in commercial programs as long as you link with the dynamic
    47  *  library.
    48  *  
    49  *  The best way to learn how to use SDL is to check out the header files in
    50  *  the "include" subdirectory and the programs in the "test" subdirectory.
    51  *  The header files and test programs are well commented and always up to date.
    52  *  More documentation and FAQs are available online at:
    53  *  	http://wiki.libsdl.org/
    54  *  
    55  *  If you need help with the library, or just want to discuss SDL related
    56  *  issues, you can join the developers mailing list:
    57  *  	http://www.libsdl.org/mailing-list.php
    58  *  
    59  *  Enjoy!
    60  *  	Sam Lantinga				(slouken@libsdl.org)
    61  */
    62 
    63 #ifndef _SDL_H
    64 #define _SDL_H
    65 
    66 #include "SDL_main.h"
    67 #include "SDL_stdinc.h"
    68 #include "SDL_assert.h"
    69 #include "SDL_atomic.h"
    70 #include "SDL_audio.h"
    71 #include "SDL_clipboard.h"
    72 #include "SDL_cpuinfo.h"
    73 #include "SDL_endian.h"
    74 #include "SDL_error.h"
    75 #include "SDL_events.h"
    76 #include "SDL_joystick.h"
    77 #include "SDL_gamecontroller.h"
    78 #include "SDL_haptic.h"
    79 #include "SDL_hints.h"
    80 #include "SDL_loadso.h"
    81 #include "SDL_log.h"
    82 #include "SDL_messagebox.h"
    83 #include "SDL_mutex.h"
    84 #include "SDL_power.h"
    85 #include "SDL_render.h"
    86 #include "SDL_rwops.h"
    87 #include "SDL_system.h"
    88 #include "SDL_thread.h"
    89 #include "SDL_timer.h"
    90 #include "SDL_version.h"
    91 #include "SDL_video.h"
    92 
    93 #include "begin_code.h"
    94 /* Set up for C function definitions, even when using C++ */
    95 #ifdef __cplusplus
    96 /* *INDENT-OFF* */
    97 extern "C" {
    98 /* *INDENT-ON* */
    99 #endif
   100 
   101 /* As of version 0.5, SDL is loaded dynamically into the application */
   102 
   103 /**
   104  *  \name SDL_INIT_*
   105  *  
   106  *  These are the flags which may be passed to SDL_Init().  You should
   107  *  specify the subsystems which you will be using in your application.
   108  */
   109 /*@{*/
   110 #define SDL_INIT_TIMER          0x00000001
   111 #define SDL_INIT_AUDIO          0x00000010
   112 #define SDL_INIT_VIDEO          0x00000020
   113 #define SDL_INIT_JOYSTICK       0x00000200
   114 #define SDL_INIT_HAPTIC         0x00001000
   115 #define SDL_INIT_GAMECONTROLLER 0x00002000		/**< turn on game controller also implicitly does JOYSTICK */
   116 #define SDL_INIT_NOPARACHUTE    0x00100000      /**< Don't catch fatal signals */
   117 #define SDL_INIT_EVERYTHING ( \
   118                 SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | \
   119                 SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
   120             )
   121 /*@}*/
   122 
   123 /**
   124  *  This function initializes  the subsystems specified by \c flags
   125  *  Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
   126  *  signal handlers for some commonly ignored fatal signals (like SIGSEGV).
   127  */
   128 extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
   129 
   130 /**
   131  *  This function initializes specific SDL subsystems
   132  */
   133 extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
   134 
   135 /**
   136  *  This function cleans up specific SDL subsystems
   137  */
   138 extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
   139 
   140 /**
   141  *  This function returns a mask of the specified subsystems which have
   142  *  previously been initialized.
   143  *  
   144  *  If \c flags is 0, it returns a mask of all initialized subsystems.
   145  */
   146 extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
   147 
   148 /**
   149  *  This function cleans up all initialized subsystems. You should
   150  *  call it upon all exit conditions.
   151  */
   152 extern DECLSPEC void SDLCALL SDL_Quit(void);
   153 
   154 /* Ends C function definitions when using C++ */
   155 #ifdef __cplusplus
   156 /* *INDENT-OFF* */
   157 }
   158 /* *INDENT-ON* */
   159 #endif
   160 #include "close_code.h"
   161 
   162 #endif /* _SDL_H */
   163 
   164 /* vi: set ts=4 sw=4 expandtab: */